Just fyi also, Big benefit to using Explode is that it maintains uvs for BitmapMaterials that are on the original mesh.
On Sep 17, 11:49 am, Darcey Lloyd <[email protected]> wrote: > oooo Sweet.. didn't know about that one :) nice one fabrice :) > > D > > On 17 September 2010 15:25, Revalis <[email protected]> wrote: > > > > > lol, wow.. yeah... of course there's a built in function to do it. :P > > ...going to go re-invent some wheels now! > > > Thanks Fabrice. :P > > > On Sep 17, 8:59 am, Fabrice3D <[email protected]> wrote: > > > var explode:Explode = new Explode(); > > > explode.apply(myPlane); > > > > done! :) > > > > pass true to constructor and each face is a unique mesh on itself > > > > Fabrice > > > > On Sep 17, 2010, at 3:21 PM, Revalis wrote: > > > > > Hey guys, trying to build a function that will, in effect, shatter a > > > > primitive plane. To test, I have segmented the plane into a 5x5 grid, > > > > but I can't seem to be able to actually 'break' each face into a > > > > separate entity. > > > > > When I use the .offset() command on the faces, I just end up with a > > > > deformed piece of mesh, as opposed to seeing each triangle shifted > > > > away from the base (which makes sense, considering each vertex is > > > > shared). > > > > > I've also tried to loop through each face on the plane to .clone() > > > > each one to a new Mesh... But this doesn't seem to produce any visible > > > > result. > > > > > Any ideas?- Hide quoted text - > > > > - Show quoted text -- Hide quoted text - > > - Show quoted text -
